Biters are like insects and many insects work with scents.
Like "getting hurt" drops agggressive and fear scents on the ground.
So they run away when getting hurt and take their aggression with them which leads to bigger biters.
Full kill a attack wave would be better for your base

By taking some items from the death / run away bitters you should be able to invent scent towers, scent remove bits, a scent view goggle, trail markers, ... to manipulate the scent system (leading them to a hard defended point, avoid trainlines and small stations, ...)
So flooding your base with a "friendly scent" could lead to a coexistence by keeping them a little bit drugged







 Requesting a spawner from the aliens to reduce pollutions once you achieved good relations feels like a very compelling concept for gameplay variety, provided that sort of route is added to the game at all in the end
 Requesting a spawner from the aliens to reduce pollutions once you achieved good relations feels like a very compelling concept for gameplay variety, provided that sort of route is added to the game at all in the end




 no I mean seriously which would be more expensive to produce and eat up more pollution and more importantly they wont die from consuming too much pollution
 no I mean seriously which would be more expensive to produce and eat up more pollution and more importantly they wont die from consuming too much pollution
